Skin pass (build_cars.py, whole procedural fleet rebuilt): - warp_obj() kills the slab: plan taper (nose/tail pull in), tumblehome (the glasshouse leans inward above the belt) and rocker tuck, applied to world-space verts so det_ panels stay flush with the body. - Beveled body edges catch light instead of vanishing into flat shading. - Wheels are tyre + rim with the mesh centred on the hub and the OBJECT at the hub -- the old wheels baked position into their verts, so a spinning wheel would have orbited the car's origin. Chrome det_hub hubcaps on every corner, dark arch shrouds so wheels sit in wells rather than under a slab. - B-pillars over the one-piece glasshouse, licence plates, exhaust, door handles. Mirrors anchored to where the tapered flank actually ends up. Destruction feel: - Visual wheels spin with road speed and the fronts steer (rotation order YXZ: yaw then roll, so steered wheels roll about the steered axle). - Shed panels burst outward with lift instead of just detaching; light hits ping a hubcap off first, saving doors for crashes that deserve them. - Sparks on every impact, soft-puff smoke on wrecks and heavy damage, tyre smoke while drifting (src/fx.gd -- procedural particles, radial-gradient billboards, no textures). Camera shake on player crashes, applied after look_at so it reads as the camera being knocked, not re-aimed. - Crumple strength up ~40% now that scratches and dulling ride on it. Traffic and parked cars inherit all of it via the shared fleet GLBs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
41 lines
936 B
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41 lines
936 B
Plaintext
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